Omniverse Realtime Viewer
OpenAIOfficialCreated by NVIDIA OmniverseDistributed by OpenAI
- Skill
- Meta (authoring, orchestration, planning, memory)
- Software development
- Apache-2.0
- Medium risk
AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
The Omniverse Realtime Viewer skill acts as a central orchestrator for developing USD-based viewer applications. It provides a structured approach to selecting implementation recipes, enforcing architectural conventions, and managing dependencies. By utilizing a set of focused reference documents, it guides developers through the lifecycle of building, configuring, and validating viewer applications, ensuring consistent behavior across different delivery paths such as local workstations or streaming environments.
What it does
- Routes development requests to specific implementation recipes based on the target delivery path.
- Enforces architectural rules for USD rendering, stage management, and UI integration.
- Provides guidance on camera selection, input handling, and viewport interaction.
- Standardizes the integration of AOV switching and render product configuration.
- Facilitates the capture of validation evidence for viewer readiness.
- Maintains separation between user-provided USD files and application-specific session state.
When to use it
- When initiating the development of a new USD viewer application within the Omniverse ecosystem.
- When determining the appropriate delivery path for a viewer, such as local native or streaming.
- When needing to implement consistent camera, selection, or UI behavior across viewer projects.
- When integrating advanced rendering features like AOV switching into an existing viewer.
Advantages
- Ensures architectural consistency across diverse viewer implementations.
- Provides a clear, modular path for adding specific capabilities like input routing or data display.
- Promotes clean separation of concerns between stage data and viewer-owned state.
- Standardizes the validation process for consistent delivery.
Usage examples
- “I need to build a browser-based viewer for USD files.”
- The agent will route you to the streaming viewer recipe, providing guidance on WebRTC stream setup, UI integration, and viewport interaction.
- “How do I implement AOV switching in my local USD viewer?”
- The agent will provide the AOV switching reference, detailing how to map render vars and update the display state on the server.
Install
Download the skill as a ZIP:
https://mp-staging.autogineer.com/agent-skills/openai/omniverse-realtime-viewer/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip omniverse-realtime-viewer.zip -d .agents/skills
Documentation by NVIDIA Omniverse
<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->
<!-- SPDX-License-Identifier: Apache-2.0 -->
Omniverse Realtime Viewer
This is the top-level entry point for the Omniverse Realtime Viewer skill package. It is self-contained: all required routing, conventions, and validation guidance live in the selected references.
Use the focused reference documents as implementation recipes. This file chooses the right recipes and preserves the architectural rules that must hold across all generated viewer apps.
Instructions
Start by classifying the requested viewer, then read only the references needed
for that delivery path and feature set. Implement the render path first, layer
interaction and UI behavior on top of it, and finish by capturing validation
evidence from references/validation.md.
Read Order
Read
references/routing.mdto choose the delivery path and focused references.Read
references/conventions.mdbefore implementing camera, input, selection, viewport, streaming protocol, scene loading, or environment behavior.For broad viewer requests, read
references/usd-viewer-app/README.md.If the delivery path is unclear, read
references/streaming-vs-local/README.md.If the prompt includes layout, panels, controls, inspectors, status, or UX, read
references/viewer-ux-workflow/README.mdand then the focused viewer UI references. This applies to React/WebRTC, Tauri, Electron,ovui,ovwidgets, and Dear ImGui apps; "frontend" means user-facing UI, not only browser UI.For viewport interaction, read
references/viewer-input-routing/README.mdbeforereferences/camera-controls/README.md,references/native-picking-selection/README.md, orreferences/object-selection/README.md.Read only the focused capability references needed for the requested app.
Use
references/validation.mdto capture review evidence before handoff.
Non-Negotiables
Use
ovrtxfor all USD and 3D rendering.Browser apps display an
ovstreamWebRTC video stream plus UI. The browser does not render USD geometry.Do not substitute WebGL, Three.js, Babylon.js, PlayCanvas, A-Frame, model-viewer, react-three-fiber, glTF browser viewers, or other client-side 3D renderers.
If local validation cannot run because the GPU/runtime environment is absent, scaffold the
ovrtxpath and document the runtime requirement. Do not add a browser-renderer fallback.Keep user USD files unmodified. Viewer cameras, render products, render vars, settings, selection metadata, and runtime state belong in session/composite layers or app state.
Keep one owner for
renderer.step(), stage mutation, native picking, selection writes, and live attribute writes.Keep dependency acquisition in
references/dependencies/README.mdand deployment choices inreferences/cloud-deployment/README.md; do not duplicate package locations or deployment setup.
Focused Reference Families
Entry points and recipes:
references/usd-viewer-app/README.md,references/streaming-viewer-recipe/README.md,references/ovui-local-viewer-recipe/README.md,references/streaming-vs-local/README.md,references/electron-shm-viewer/README.md,references/ovwidgets-editor-shell/README.md.Rendering and stage:
references/ovrtx-rendering/README.md,references/stage-loading/README.md,references/stage-management/README.md,references/render-settings/README.md,references/aov-switching/README.md,references/stage-hierarchy/README.md,references/stage-queries/README.md,references/stage-attribute-reads/README.md,references/prim-transform-safety/README.md,references/usd-sample-data/README.md.Delivery and runtime:
references/streaming-server/README.md,references/streaming-client/README.md,references/streaming-messages/README.md,references/streaming-lifecycle/README.md,references/local-viewer/README.md,references/tauri-local-viewer/README.md,references/cpp-native-viewer/README.md,references/headless-shm-cli/README.md,references/viewer-backend-interface/README.md,references/webgl-shm-transport/README.md.Viewer UI/UX:
references/viewer-ux-workflow/README.md,references/viewer-layout-patterns/README.md,references/viewer-control-patterns/README.md,references/viewer-data-view-patterns/README.md,references/viewer-feedback-status/README.md.Interaction:
references/viewer-input-routing/README.md,references/camera-controls/README.md,references/object-selection/README.md,references/native-picking-selection/README.md,references/selection-feedback/README.md,references/selection-animation/README.md,references/transform-manipulator/README.md,references/gl-viewport-overlay/README.md,references/ovui-library/README.md,references/prim-pick-effects/README.md,references/prim-info-display/README.md,references/viewport-overlays/README.md.Infrastructure:
references/dependencies/README.md,references/windows-native-setup/README.md,references/cloud-assets/README.md,references/cloud-deployment/README.md,references/troubleshooting/README.md.
Build Workflow
Classify the prompt by delivery path, target user, required capabilities, runtime environment, validation needs, and explicit constraints.
Select a small reference set. Start with the recipe or routing reference, then add focused capabilities such as camera, picking, hierarchy, properties, render settings, transform tools, cloud assets, or deployment.
Read selected references before writing app code. Follow their build order, import order, data-channel contracts, and renderer ownership rules.
Implement the core render path first, then input routing and camera, then selection and data panels, then scene/settings features, then packaging or deployment.
Treat the selected references as the behavior contract for API shape, compatibility, and generated project structure.
Capture validation evidence before calling the viewer ready.
Examples
For a browser viewer request, use the streaming recipe references plus camera, picking, hierarchy, properties, render settings, and stream-status references.
For a local workstation viewer request, use the local or native delivery references plus renderer setup, stage loading, viewport input, and validation.
Completion Checklist
Selected references match the user's intent and delivery path.
No code path uses a browser-side 3D renderer for USD.
The generated app has one clear owner for render stepping and stage mutation.
User USD files remain untouched by viewer-owned session data.
Camera, input, selection, scene loading, and stream behavior follow
references/conventions.md.Setup/build/run results and visual interaction evidence are captured with
references/validation.md.
Files
- ATTRIBUTION.mdAdded by AutoGineer1.0 KiB
- BENCHMARK.md5.5 KiB
- LICENSEAdded by AutoGineer10.0 KiB
- SKILL.md7.4 KiB
- agents/openai.yaml315 B
- evals/evals.json8.1 KiB
- references/aov-switching/README.md15.2 KiB
- references/camera-auto-select/README.md7.4 KiB
- references/camera-controls/README.md17.1 KiB
- references/camera-picker/README.md9.7 KiB
- references/cloud-assets/README.md10.4 KiB
- references/cloud-deployment/README.md18.0 KiB
- references/conventions.md5.3 KiB
- references/cpp-native-viewer/README.md2.4 KiB
- references/cpp-native-viewer/interaction-features.md19.2 KiB
- references/cpp-native-viewer/presentation-loop.md9.0 KiB
- references/cpp-native-viewer/project-build.md6.4 KiB
- references/cpp-native-viewer/renderer-session.md4.5 KiB
- references/cpp-native-viewer/validation.md3.3 KiB
- references/dependencies/README.md3.4 KiB
- references/dependencies/electron-shm.md1.5 KiB
- references/dependencies/environment-validation.md4.4 KiB
- references/dependencies/frontend.md2.3 KiB
- references/dependencies/local-openusd-gpu.md4.4 KiB
- references/dependencies/nvidia-runtime.md9.0 KiB
- references/dependencies/ovrtx.md2.4 KiB
- references/dependencies/ovstream.md2.5 KiB
- references/dependencies/quick-setup.md5.3 KiB
- references/electron-shm-viewer/README.md2.2 KiB
- references/electron-shm-viewer/architecture-project.md6.3 KiB
- references/electron-shm-viewer/electron-client.md5.6 KiB
- references/electron-shm-viewer/protocol-interaction-lifecycle.md6.9 KiB
- references/electron-shm-viewer/python-shm-server.md4.9 KiB
- references/electron-shm-viewer/validation.md2.8 KiB
- references/gl-viewport-overlay/README.md7.9 KiB
- references/gl-viewport-overlay/architecture.md4.1 KiB
- references/gl-viewport-overlay/example-gizmo.md5.5 KiB
- references/gl-viewport-overlay/interaction-pattern.md4.0 KiB
- references/gl-viewport-overlay/projection-alignment.md4.3 KiB
- references/headless-shm-cli/README.md12.2 KiB
- references/huggingface-usd/README.md7.7 KiB
- references/local-viewer/README.md15.0 KiB
- references/native-picking-selection/README.md10.4 KiB
- references/object-selection/README.md9.4 KiB
- references/ovrtx-rendering/README.md18.2 KiB
- references/ovui-library/README.md3.3 KiB
- references/ovui-library/api-reference.md4.3 KiB
- references/ovui-library/extending.md4.8 KiB
- references/ovui-local-viewer-recipe/README.md3.7 KiB
- references/ovui-local-viewer-recipe/interaction-features.md16.1 KiB
- references/ovui-local-viewer-recipe/project-structure.md6.2 KiB
- references/ovui-local-viewer-recipe/setup-shell-renderer.md14.3 KiB
- references/ovui-local-viewer-recipe/validation-build-order.md5.5 KiB
- references/ovwidgets-editor-shell/README.md8.6 KiB
- references/prim-info-display/README.md9.3 KiB
- references/prim-pick-effects/README.md5.9 KiB
- references/prim-transform-safety/README.md8.2 KiB
- references/render-settings/README.md9.9 KiB
- references/routing.md16.5 KiB
- references/seg-outline-highlight/README.md1.4 KiB
- references/selection-animation/README.md9.7 KiB
- references/selection-feedback/README.md6.6 KiB
- references/stage-attribute-reads/README.md5.5 KiB
- references/stage-hierarchy/README.md17.1 KiB
- references/stage-hierarchy/fallback-worker-protocol.md3.5 KiB
- references/stage-loading/README.md19.3 KiB
- references/stage-management/README.md10.1 KiB
- references/stage-queries/README.md5.3 KiB
- references/streaming-client/README.md17.4 KiB
- references/streaming-lifecycle/README.md8.8 KiB
- references/streaming-messages/README.md16.5 KiB
- references/streaming-messages/server-handler-map.md3.1 KiB
- references/streaming-server/README.md18.6 KiB
- references/streaming-server/frame-loop-and-continuity.md3.3 KiB
- references/streaming-viewer-recipe/README.md4.8 KiB
- references/streaming-viewer-recipe/client-protocol.md11.0 KiB
- references/streaming-viewer-recipe/interaction-features.md13.0 KiB
- references/streaming-viewer-recipe/project-structure.md7.0 KiB
- references/streaming-viewer-recipe/server-runtime.md16.8 KiB
- references/streaming-viewer-recipe/validation-build-order.md5.8 KiB
- references/streaming-vs-local/README.md8.1 KiB
- references/tauri-local-viewer/README.md18.2 KiB
- references/tauri-shm-transform-gizmo/README.md11.8 KiB
- references/transform-manipulator/README.md15.0 KiB
- references/troubleshooting/README.md7.2 KiB
- references/troubleshooting/scenario-playbooks.md18.8 KiB
- references/usd-sample-data/README.md11.7 KiB
- references/usd-viewer-app/README.md7.5 KiB
- references/validation.md3.0 KiB
- references/viewer-backend-interface/README.md17.7 KiB
- references/viewer-control-patterns/README.md4.8 KiB
- references/viewer-data-view-patterns/README.md4.8 KiB
- references/viewer-feedback-status/README.md4.9 KiB
- references/viewer-input-routing/README.md7.8 KiB
- references/viewer-layout-patterns/README.md4.7 KiB
- references/viewer-ux-workflow/README.md4.6 KiB
- references/viewport-overlays/README.md4.8 KiB
- references/viewport-resize/README.md8.5 KiB
- references/webgl-shm-transport/README.md14.5 KiB
- references/windows-native-setup/README.md5.7 KiB
- skill-card.md2.9 KiB
- skill.oms.sig28.6 KiB
references/ovui-local-viewer-recipe/interaction-features.md
ovui Local Interaction Features
7. Add Camera Controls
Read references/viewer-input-routing first for ovui button normalization,
click-vs-drag dispatch, and input/render-loop ownership. Then implement camera
math in local_app/input_controller.py and local_app/camera_controller.py:
Track mouse press, movement, release, buttons, wheel, keyboard modifiers, viewport dimensions, and drag threshold state from ovui callbacks.
Convert ovui screen coordinates into render-image coordinates, accounting for widget position, preserve-aspect scaling, and letterboxing.
Use drag thresholding so a short left press/release selects and a left drag orbits.
Support orbit, pan, dolly/zoom, wheel zoom, fit-to-stage, and optional WASD fly mode when requested.
If selected-prim transform is enabled, test transform-gizmo presses before normal left-drag orbit and before click selection.
Sanitize camera state before input handling and before writing matrices.
Write the viewer camera transform to the camera prim through ovrtx live attributes.
Critical contracts:
The camera is a USD prim. Camera movement writes
omni:xformon the viewer camera path.Use the row-vector matrix layout expected by USD/ovrtx: basis vectors in rows and translation in the final row.
Clamp elevation away from straight up/down singularities.
Clamp camera distance above a small positive minimum.
Skip camera writes when any matrix value is non-finite.
Use the same world-up convention as the scene when fitting and orbiting.
Left-click selection fires only on release if movement stayed below the drag threshold.
A transform-gizmo mouse-down owns the full gesture until release; it suppresses camera orbit and click-pick for that mouse-down.
Map ovui button IDs to the camera helper's expected button IDs before interpreting gestures.
Decision points:
If the user wants simple navigation, use left drag orbit, middle drag pan, right drag dolly, and wheel zoom.
If the user wants DCC-style navigation, use Alt+left for orbit, Alt+middle for pan, and Alt+right for dolly while preserving left-click selection.
If the stage has an authored camera and the app policy is to use it, initialize viewer camera settings from that camera before allowing interaction.
If the user requests camera UI buttons, wire them to local runtime commands rather than duplicating pointer gesture logic in widgets.
If a minimal ovui gizmo renders handles but does not expose handle-drag callbacks, project the selected pivot into viewport space and implement a direct-manipulation fallback that converts mouse deltas into camera-plane world deltas.
Common failure modes:
Putting matrix basis vectors in columns instead of rows places the camera inside, behind, or under the scene.
Ignoring letterboxing makes orbit centers and picks offset from the visible image.
Treating every left release as selection causes accidental selections after orbit drags.
Letting the camera controller see a transform-gizmo press first makes the gizmo appear inert because orbit owns the drag.
Forgetting ovui's button order makes right-drag and middle-drag modes swap.
Read for depth: see references/viewer-input-routing, references/camera-controls, references/local-viewer, and references/stage-hierarchy for input routing, camera math, and bounds contracts.
8. Add Picking, Selection, And Highlighting
Do this in local_app/selection_controller.py; the completed click or marquee
gesture should come from references/viewer-input-routing:
On left mouse release after a click gesture, map the screen coordinate to a render pixel and enqueue a native ovrtx pick query.
After the next render step, read the synthetic
ovrtx_pick_hitrender var, validate its params, resolveprimPathids to USD prim paths, and deduplicate the result.Maintain selected tree path and selected mesh paths separately when an Xform or Scope expands to descendant geometry.
Keep selection state in runtime memory and update viewport highlight, tree row selection, and prim info from that single source.
Clear selection on scene reset, scene switch, empty tree selection, or explicit clear command.
Apply visual selection feedback by writing native selection outline group attributes on the runtime stage, not by permanently editing the user USD.
Critical contracts:
The pick query rectangle uses render-product pixel space after letterbox/scaling correction.
Picking coordinates must use render-pixel space after letterbox and scaling correction.
Selection state is local-runtime authoritative. Widgets mirror it; they do not independently mutate it.
Enable selection outlines at renderer creation and set per-group outline/fill colors with
Renderer.set_selection_group_styles(...).Clear previous outlines by writing group
0; assign selected prims to a non-zero group such as1.Do not let selection picking run while the scene is loading or the renderer is resetting.
Check operation status for the stage load, render step, and pick query before changing selection. An empty or failed pick should not corrupt the previous selected state.
Decision points:
If the user only asks for tree selection, implement tree-driven selection first and defer viewport picking.
If the user asks for visual highlight, use native selection outlines after selection state works.
If the user asks for hover, multi-select, or marquee selection, extend the local state model explicitly and keep final selected state centralized.
If selection needs property display, trigger the info panel to query the selected prim rather than stuffing full properties into every selection update.
Common failure modes:
Selection appears offset when coordinate transforms ignore image scaling or letterboxing.
No pick result arrives when the query was enqueued for a different RenderProduct than the next
renderer.step().Highlight persists across scene loads when old selection outline groups are not cleared.
Tree selection and viewport selection diverge when each widget tracks its own selected path.
Read for depth: see references/viewer-input-routing, references/object-selection, references/selection-feedback, references/prim-info-display, and references/stage-hierarchy for the full input, picking, highlighting, and info contracts.
9. Add Scene Switching And Asset Browsing
Do this in local_app/scene_manager.py and local_app/widgets/scene_picker.py:
Build a scene registry from configured local sample paths or an allowed asset root.
Display user-friendly scene labels while storing validated absolute paths or registry IDs internally.
When the user selects a scene, enter loading state, stop stepping the old scene, reset renderer stage state, create the new inline root/session data, load the new stage, restore persistent settings, fit or restore camera, clear selection, refresh hierarchy, and resume rendering.
Keep the previous valid scene alive until the new load succeeds when the UX requires non-destructive scene switching.
Provide a reload current scene action that rebuilds all derived state from the original source.
Critical contracts:
Never call
renderer.step()concurrently with scene reset/load.Preserve render settings across scene switches unless the user explicitly asks for per-scene settings.
Preserve camera across scenes only when that policy is requested and the old camera state is valid for the new bounds; otherwise fit to the new stage.
Recompute hierarchy, properties cache, variants cache, bounds, pickability filters, and selection outline state for the new stage.
Validate user-selected paths against an allowed root before loading them.
Decision points:
If assets are local files, scan
.usd,.usda, and.usdcfiles under an allowed root.If assets are cloud-backed, use
references/cloud-assetsand keep cloud logic behind the same asset registry interface.If scene load fails, keep the previous scene visible if it is still valid, or enter idle/error state with a clear status message.
If variant changes require stage reload, route them through the same load lock and loading-state path as scene switching.
Common failure modes:
Leaving the render loop active during reset produces intermittent crashes or corrupted frames.
Not clearing caches after scene switch shows stale tree children or properties.
Persisting a camera blindly can place the viewer far away from a very different scene.
Displaying raw absolute paths in the UI leaks local filesystem structure and makes labels noisy.
Read for depth: see references/stage-management, references/stage-loading, references/stage-hierarchy, and references/cloud-assets for the full scene switching and asset contracts.
10. Add Stage Hierarchy, Properties, And Variants
Do this in local_app/stage_queries.py, local_app/widgets/stage_tree.py, and local_app/widgets/prim_info_panel.py:
Open or attach the current stage for query operations using the chosen direct or subprocess
pxrmode.Query root children after a scene loads.
Load tree children lazily when a row expands.
Represent each prim with name, path, type, and child-load state.
Fetch properties for the selected prim when selection changes.
Fetch variants for the selected prim and apply variant changes through the scene manager.
After variant changes, refresh affected hierarchy, properties, bounds, native pickability state, and selection if composition changed.
Critical contracts:
Avoid full recursive hierarchy traversal by default for large scenes.
Keep children semantics stable: expandable-but-not-loaded is distinct from loaded children and leaf rows.
Do not assume all USD property values are directly displayable. Normalize arrays, tokens, paths, numbers, booleans, and fallback display strings.
Include the prim path with every local query result so widgets can ignore stale data after selection or scene changes.
If query work can block the UI, move it to a worker and return results to the UI/render loop safely.
Tree selection should call the same runtime selection path as viewport picking.
Decision points:
If direct
pxrimports are stable in the local process, direct query helpers are acceptable.If imports conflict, use a subprocess query mode and keep logs on stderr while requests and responses use structured data.
If the user asks for variant editing, treat it as a scene mutation and route it through scene management.
If the user asks for full property editing, treat it as a separate feature and add explicit edit/apply/reload contracts.
Common failure modes:
Large scenes freeze the UI when the full hierarchy is traversed synchronously.
Non-serializable or non-displayable USD values break property rendering.
Variant changes leave stale property and child rows unless caches are invalidated.
Direct
pxrimports can conflict with ovrtx if import order or library paths are inconsistent.
Read for depth: see references/stage-hierarchy, references/prim-info-display, references/stage-management, and references/windows-native-setup for the full hierarchy and property contracts.
11. Add Render Settings And Lighting Controls
Do this in local_app/render_settings.py, local_app/settings_store.py, and local_app/widgets/render_settings_panel.py:
Define a small persistent settings model for validated render settings, camera policy, segmentation/debug state, viewport/profile defaults, and non-live defaults after the runtime capability list is known.
Build a runtime-owned supported-settings capability list from verified backend apply paths. The render settings panel must render from that list, not from hard-coded optimistic controls.
Load settings at app start.
Apply validated immediate settings and accepted profile/default settings after every scene load.
Persist user changes after validation.
Keep scene-independent settings separate from scene-specific transient state.
Echo the effective settings and capabilities back into UI state after every change so controls reflect clamped values,
applied,applies_at,requires_reload, and any message.
Critical contracts:
Do not add viewer lights by default. Only create viewer-owned lights when the user requests lighting controls.
If changing resolution, treat it as a render product, image bridge, pick coordinate, and viewport math reconfiguration.
If changing render vars, update scene setup and frame extraction together.
Persist validated settings across scene switches.
Validate every setting value from the UI before applying it.
Reject unsupported setting keys. Do not report success for client-side form state alone.
Do not invent
write_attributenames for renderer internals; expose only controls supported by the active ovrtx build and documented byreferences/render-settings.
Decision points:
If the user wants a basic Omniverse Realtime Viewer, provide only verified immediate controls by default. AOV/debug view is acceptable when implemented through
aov-switching; lighting controls are acceptable only when backed by a verified live apply path or explicit reload/profile workflow.If the user wants material or renderer internals, read
references/render-settingsbefore exposing them.If the setting can be applied live through ovrtx attributes, apply it from the render loop.
If the setting requires stage reload, expose it as an explicit render-profile or scene-load action rather than a live control.
Common failure modes:
UI says a setting changed while the renderer is still using the old value because effective settings were not echoed back.
UI exposes controls that cannot apply because the panel did not render from backend-advertised capabilities.
Viewer-created lights change the look of authored scenes unexpectedly.
Resolution changes break picking because render product, image bridge, pick coordinate mapping, and letterbox math no longer agree.
Extra render vars increase memory and frame time even when no feature uses them.
Read for depth: see references/render-settings, references/stage-management, and references/stage-loading for the full settings contract.
12. Manage Runtime State And Shutdown
Do this in local_app/runtime.py:
Maintain explicit runtime states: starting, idle/no scene, loading, rendering, error, and shutting down.
Drain queued commands from the UI/render loop before stepping the next frame.
Keep the latest loaded stage path, hierarchy root, selection, render settings, loading state, and viewer error in runtime memory.
Handle app shutdown by stopping the ovui loop, preventing new scene commands, releasing renderer-owned resources if the API exposes them, and closing any query subprocesses.
Guard long-running operations so the UI can display loading or error state instead of silently freezing.
Critical contracts:
UI callbacks must not call renderer load/reset/step/write APIs directly if they can run during another renderer operation.
Scene load and reset operations must be mutually exclusive with frame stepping.
Errors should clear active drag state, loading state, and stale selection when needed.
Query subprocesses must be terminated on shutdown and restarted only through a controlled path.
The app should exit cleanly on interrupt or window close without leaving stale GPU processes.
Decision points:
If all work stays on the UI thread, keep command handling simple and deterministic.
If loading large scenes needs a worker thread, make the render thread the only component that mutates the ovrtx renderer.
If hierarchy queries are slow, cache per-prim results and invalidate them on scene switch or variant change.
If the app needs autosave settings, write only app settings JSON, never user USD files.
Common failure modes:
Calling renderer methods from both callbacks and the render loop creates rare crashes that are hard to reproduce.
Exceptions during input can leave a drag gesture active and cause later clicks to orbit or select unexpectedly.
Query workers that write logs to stdout can corrupt structured responses.
App exits that skip GPU cleanup may leave stale Python processes holding CUDA/RTX state.
Read for depth: see references/local-viewer, references/ovrtx-rendering, references/stage-management, and references/stage-hierarchy for runtime and shutdown contracts.
Requirements and compatibility
Written for: OpenAI Codex
Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta
“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.
The author says: Orchestrator skill. Downstream focused references may require NVIDIA GPUs, ovrtx, ovstream, ovui, OpenUSD, Python, Node/React, Tauri, Electron, C++, or cloud GPU deployment access depending on the selected viewer path.
Security
What our scanner noticed· Medium risk
- Large base64-encoded blobs
- Instructions that use the network
A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.
Attribution and licence
- Created by
- NVIDIA Omniverse
- Publisher
- OpenAI (Official)
- Distributed by
- OpenAI
- Source
- openai/plugins · plugins/nvidia/skills/omniverse-realtime-viewer · commit d420d13
- Licence
- Apache License 2.0 (redistribution allowed)
- LICENSE (written by AutoGineer)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
AutoGineer is not affiliated with or endorsed by NVIDIA Omniverse or OpenAI.
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip